1

我一直在自己实现 Gouraud 风格的着色模型,我已经让它的其余部分按照我想要的方式工作,但我遇到的问题是它只显示白光。calc_color 函数是执行此操作的地方。颜色变量表示该给定位置的 R、G 和 B 值的总光。我一直将颜色分配给所有三个数组,只是为了正确实现阴影,但现在已经完成,我想找出一种从总光值中提取 R、G 和 B 值的方法。

我尝试了几种不同的方法,例如获取总光,并获取一定百分比的 Light1r 等值,但它总是看起来很奇怪或太亮。

#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <iostream>
#ifdef MAC
#include <GLUT/glut.h>
#else
#include <GL/glut.h>
#endif

using namespace std;

//Camera variables
int xangle = -270;
int yangle = 0;

//Control Modes (Rotate mode by default)
int mode = 0;
int lightmode = 0;

//Player Position (Y offset so it would not be straddling the grid)
float cubeX = 0;
float cubeY = 0.5;
float cubeZ = 0;

//Vertex arrays for surface
float surfaceX [12][12];
float surfaceY [12][12];
float surfaceZ [12][12];

//Surface Normal arrays
float Nx[11][11];
float Ny[11][11];
float Nz[11][11];

//Color arrays
float R[11][11];
float G[11][11];
float B[11][11];

//Light position and color variables
float Light1x = 0;
float Light1y = 5;
float Light1z = 0;

float Light1r = 0;
float Light1g = 1;
float Light1b = 0;

float Light2x = -5;
float Light2y = 5;
float Light2z = -5;

float Light2r = 0;
float Light2g = 1;
float Light2b = 0;



//Random number generator
float RandomNumber(float Min, float Max)
{
    return ((float(rand()) / float(RAND_MAX)) * (Max - Min)) + Min;
}

//---------------------------------------
// Initialize surface 
//---------------------------------------
void init_surface()
{
    //Initialize X, select column  
    for (int i = 0; i < 12; i++) 
    {
        //Select row
        //Surface is +1 so the far right normal will be generated correctly     
        for (int j = 0; j < 12; j++)
        {   
            //-5 to compensate for negative coordinate values
            surfaceX[i][j] = i-5;
            //Generate random surface height
            surfaceY[i][j] = RandomNumber(5, 7) - 5;
            //surfaceY[i][j] = 0;
            surfaceZ[i][j] = j-5;
        }
    }
}

void define_normals()
{
    //Define surface normals
    for (int i = 0; i < 11; i++)
    {
        for (int j = 0; j < 11; j++)
        {
            //Get two tangent vectors
            float Ix = surfaceX[i+1][j] - surfaceX[i][j];
            float Iy = surfaceY[i+1][j] - surfaceY[i][j];
            float Iz = surfaceZ[i+1][j] - surfaceZ[i][j];
            float Jx = surfaceX[i][j+1] - surfaceX[i][j];
            float Jy = surfaceY[i][j+1] - surfaceY[i][j];
            float Jz = surfaceZ[i][j+1] - surfaceZ[i][j];

            //Do cross product, inverted for upward normals
            Nx[i][j] = - Iy * Jz + Iz * Jy;
            Ny[i][j] = - Iz * Jx + Ix * Jz;
            Nz[i][j] = - Ix * Jy + Iy * Jx;

            //Original vectors
            //Nx[i][j] = Iy * Jz - Iz * Jy;
            //Ny[i][j] = Iz * Jx - Ix * Jz;
            //Nz[i][j] = Ix * Jy - Iy * Jx;

            float length = sqrt( 
                Nx[i][j] * Nx[i][j] + 
                Ny[i][j] * Ny[i][j] + 
                Nz[i][j] * Nz[i][j]);
            if (length > 0)
            {
                Nx[i][j] /= length;
                Ny[j][j] /= length;
                Nz[i][j] /= length;
            }
        }   
    } 
}

void calc_color()
{
    for (int i = 0; i < 10; i++)
    {           
        for (int j = 0; j < 10; j++)
        {
            //Calculate light vector
            //Light position, hardcoded for now 0,1,1
            float Lx = Light1x - surfaceX[i][j]; 
            float Ly = Light1y - surfaceY[i][j];
            float Lz = Light1z - surfaceZ[i][j];

            float length = sqrt(Lx * Lx + Ly * Ly + Lz * Lz);
            if (length > 0)
            {
                Lx /= length;
                Ly /= length;
                Lz /= length;
                        }

            //std::cout << "Lx: " << Lx << std::endl;   
            //std::cout << "Ly: " << Ly << std::endl;
            //std::cout << "Lz: " << Lz << std::endl;



            //Grab surface normals
            //These are Nx,Ny,Nz due to compiler issues
            float Na = Nx[i][j];
            float Nb = Ny[i][j];
            float Nc = Nz[i][j];

            //std::cout << "Na: " << Na << std::endl;   
            //std::cout << "Nb: " << Nb << std::endl;   
            //std::cout << "Nc: " << Nc << std::endl;

            //Do cross product
            float Color = (Na * Lx) + (Nb * Ly) + (Nc * Lz);
            std::cout << "Color: " << Color << std::endl;

            //if (Color > 0)
            //{
            //  Color = Color / 100;
            //}
            //Percent of light color
            //float Ramt = (Light1r/2) / Color;
            //float Gamt = (Light1g/2) / Color;
            //float Bamt = (Light1b/2) / Color;
            //R[i][j] = Ramt * Color;
            //G[i][j] = Gamt * Color;
            //B[i][j] = Bamt * Color;

            R[i][j] = Color;
            G[i][j] = Color;
            B[i][j] = Color;    
        }
    }
}

//---------------------------------------
// Init function for OpenGL
//---------------------------------------
void init()
{
    glClearColor(0.0, 0.0, 0.0, 1.0);
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
    //Viewing Window Modified
    glOrtho(-7.0, 7.0, -7.0, 7.0, -7.0, 7.0);
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    //Rotates camera
    //glRotatef(30.0, 1.0, 1.0, 1.0);
    glEnable(GL_DEPTH_TEST);

    //Project 3 code
    init_surface();
    define_normals();

    //Shading code
    // glShadeModel(GL_SMOOTH);
    // glEnable(GL_NORMALIZE);

    //X,Y,Z - R,G,B
    // init_light(GL_LIGHT1, Light1x, Light1y, Light1z, Light1r, Light1g, Light1b);
    // init_light(GL_LIGHT2, Light2x, Light2y, Light2z, Light2r, Light2g, Light2b);
    //init_light(GL_LIGHT2, 0, 1, 0, 0.5, 0.5, 0.5);


}

void keyboard(unsigned char key, int x, int y)
{

///TODO: allow user to change color of light

    //Controls
    //Toggle Mode  
    if (key == 'q')
    {
        if(mode == 0)
        {       
            mode = 1;
            std::cout << "Switched to Light mode (" << mode << ")" << std::endl;    
        }
        else if(mode == 1)
        {   
            mode = 0;
            std::cout << "Switched to Rotate mode (" << mode << ")" << std::endl;
        }
    }
    //Toggle light control
    else if (key == 'e' && mode == 1)
    {
        if(lightmode == 0)
        {       
            lightmode = 1;
            std::cout << "Switched to controlling light 2 (" << lightmode << ")" << std::endl;  
        }

        else if(lightmode == 1)
        {       
            lightmode = 0;
            std::cout << "Switched to controlling light 1 (" << lightmode << ")" << std::endl;  
        }
    }

    ////Rotate Camera (mode 0)
    //Up & Down
    else if (key == 's' && mode == 0)
        xangle += 5;
    else if (key == 'w' && mode == 0)
    xangle -= 5;

    //Left & Right
    else if (key == 'a' && mode == 0) 
    yangle -= 5;
    else if (key == 'd' && mode == 0) 
    yangle += 5;

    ////Move Light (mode 1)
    //Forward & Back
    else if (key == 'w' && mode == 1) 
    {
        if (lightmode == 0) 
        {       
            Light1z = Light1z - 1;
            //init_surface();           
            //define_normals();         
            //calc_color();
            //glutPostRedisplay();

        }
        else if (lightmode == 1)
        Light2z = Light2z - 1;
        //init_surface();

    }

    else if (key == 's' && mode == 1)
    {
        if (lightmode == 0)
        Light1z = Light1z + 1;

        else if (lightmode == 1)
        Light2z = Light2z + 1;
    }

    //Strafe
    else if (key == 'd' && mode == 1)
    {
        if (lightmode == 0)
        Light1x = Light1x + 1;

        else if (lightmode == 1)
        Light2x = Light2x + 1;  
    }
    else if (key == 'a' && mode == 1)
    {
        if (lightmode == 0)     
        Light1x = Light1x - 1;
        else if (lightmode == 1)
        Light2x = Light2x - 1;

    }   

    //Up & Down (Cube offset by +0.5 in Y)
    else if (key == 'z' && mode == 1)
    {
        if (lightmode == 0)
        Light1y = Light1y + 1;
        else if (lightmode == 1)
        Light2y = Light2y + 1;
    }
    else if (key == 'x' && mode == 1)
    {
        if (lightmode == 0)
        Light1y = Light1y - 1;
        else if (lightmode == 1)
        Light2y = Light2y - 1;
    }

    //Redraw objects
    glutPostRedisplay();
}


//---------------------------------------
// Display callback for OpenGL
//---------------------------------------
void display()
{       
        // Clear the screen
    glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    //Rotation Code
    glMatrixMode(GL_MODELVIEW);
    glLoadIdentity();
    glRotatef(xangle, 1.0, 0.0, 0.0);
    glRotatef(yangle, 0.0, 1.0, 0.0);

    //Light Code
    // init_material(Ka, Kd, Ks, 100 * Kp, 0.8, 0.6, 0.4);  

    // init_light(GL_LIGHT1, Light1x, Light1y, Light1z, Light1r, Light1g, Light1b);
        // init_light(GL_LIGHT2, Light2x, Light2y, Light2z, Light2r, Light2g, Light2b);

    // glEnable(GL_LIGHTING);
    //Color Code
    calc_color();

    //Draw the squares, select column  
    for (int i = 0; i <= 9; i++)
    {
        //Select row        
        for (int j = 0; j <= 9; j++)
        {   
            glBegin(GL_POLYGON); 

            //Surface starts at top left
            //Counter clockwise

            glColor3f(R[i][j], G[i][j], B[i][j]);
            std::cout << R[i][j] << " " <<  G[i][j] << " " <<  B[i][j] << endl;
            // glNormal3f(Nx[i][j], Ny[i][j], Nz[i][j]);
            glVertex3f(surfaceX[i][j], surfaceY[i][j], surfaceZ[i][j]);

            glColor3f(R[i][j+1], G[i][j+1], B[i][j+1]);
            // glNormal3f(Nx[i][j+1], Ny[i][j+1], Nz[i][j+1]);
            glVertex3f(surfaceX[i][j+1], surfaceY[i][j+1], surfaceZ[i][j+1]);

            glColor3f(R[i+1][j+1], G[i+1][j+1], B[i+1][j+1]);
            // glNormal3f(Nx[i+1][j+1], Ny[i+1][j+1], Nz[i+1][j+1]);
            glVertex3f(surfaceX[i+1][j+1], surfaceY[i+1][j+1], surfaceZ[i+1][j+1]);

            glColor3f(R[i+1][j], G[i+1][j], B[i+1][j]);
            // glNormal3f(Nx[i+1][j], Ny[i+1][j], Nz[i+1][j]);
            glVertex3f(surfaceX[i+1][j], surfaceY[i+1][j], surfaceZ[i+1][j]);

            glEnd();
        }
    }

    // glDisable(GL_LIGHTING);
    //Draw the normals
    for (int i = 0; i <= 10; i++)
    {
        for (int j = 0; j <= 10; j++)
        {

            glBegin(GL_LINES);
            glColor3f(0.0, 1.0, 1.0);
            float length = 1;
            glVertex3f(surfaceX[i][j], surfaceY[i][j], surfaceZ[i][j]);
                glVertex3f(surfaceX[i][j]+length*Nx[i][j], 
                surfaceY[i][j]+length*Ny[i][j], 
                surfaceZ[i][j]+length*Nz[i][j]);
            glEnd();
        }
    }

    //Marking location of lights
    glPointSize(10);
    glBegin(GL_POINTS);
    glColor3f(Light1r, Light1g, Light1b);
    glVertex3f(Light1x, Light1y, Light1z);      
    glEnd();

    glPointSize(10);
    glBegin(GL_POINTS);
    glColor3f(Light2r, Light2g, Light2b);
    glVertex3f(Light2x, Light2y, Light2z);      
    glEnd();

    //+Z = Moving TOWARD camera in opengl
    //Origin point for reference
    glPointSize(10);
    glColor3f(1.0, 1.0, 0.0);
    glBegin(GL_POINTS);
    glVertex3f(0, 0, 0);        
    glEnd();

    //Assign Color of Lines
    float R = 1;
    float G = 1;
    float B = 1;
    glBegin(GL_LINES);
    glColor3f(R, G, B);

    ////Drawing the grid
    //Vertical lines
    for (int i = 0; i < 11; i++)
    {
        int b = -5 + i;

        glVertex3f(b, 0, -5);
        glVertex3f(b, 0, 5);
    }

    //Horizontal lines
    for (int i = 0; i < 11; i++)
    {
        int b = -5 + i;
        glVertex3f(-5,0,b);
        glVertex3f(5,0,b);

    }

    glEnd();
    glFlush();  
}

//---------------------------------------
// Main program
//---------------------------------------
int main(int argc, char *argv[])
{
    srand(time(NULL));

    //Print Instructions
    std::cout << "Project 3 Controls: " << std::endl;
    std::cout << "q switches control mode" << std::endl;
    std::cout << "w,a,s,d for camera rotation" << std::endl;


    //Required
    glutInit(&argc, argv);
    //Window will default to a different size without
    glutInitWindowSize(500, 500);
    //Window will default to a different position without
    glutInitWindowPosition(250, 250);
    //
    glutInitDisplayMode(GLUT_RGB | GLUT_SINGLE | GLUT_DEPTH);
    //Required
    glutCreateWindow("Project 3");
    //Required, calls display function
    glutDisplayFunc(display);
    glutKeyboardFunc(keyboard);

    //Required
    init();
    glutMainLoop();



   return 0;
}
4

2 回答 2

1

计算漫射光的常用公式是计算表面法线向量与从表面到光源的向量的点积。看看这个假光如何在 aerotwist 上起作用?.

kd = max(0, L dot N)

为了获得光的颜色,RGB 值是按分量乘以漫反射系数:

(Cr, Cg, Cb) = (LCr, LCg, LCb) * kd

如果有多个光源,则将灯光颜色相加:

(Cr, Cg, Cb) = (LC1r, LC1g, LC1b) * max(0, L1 dot N) + (LC2r, LC2g, LC2b) * max(0, L2 dot N)

请注意,如果表面(材料)具有附加颜色,则该颜色必须按分量乘以最终颜色:

(Cr, Cg, Cb) = (Cr, Cg, Cb) * (CMr, CMg, CMb)

编写一个函数来计算 1 个单一光源的光并将光添加到最终颜色:

void add_light_color(int i, int j, float lpx, float lpy, float lpz, float lcr, float lcg, float lcb)
{
    float Lx = lpx - surfaceX[i][j]; 
    float Ly = lpy - surfaceY[i][j];
    float Lz = lpz - surfaceZ[i][j];

    float length = sqrt(Lx * Lx + Ly * Ly + Lz * Lz);
    if (length <= 0.0)
        return;

    float kd = Lx/length * Nx[i][j] + Ly/length * Ny[i][j] + Ly/length * Ny[i][j];
    if ( kd <= 0.0 )
    return; 

    R[i][j] += kd * lcr;
    G[i][j] += kd * lcg;
    B[i][j] += kd * lcb;
}

遍历属性字段,设置每种颜色 (0, 0, 0) 并使用上述函数添加每个光源的颜色:

void calc_color()
{
    float lp1[] = {Light1x, Light1y, Light1z};
    float lp2[] = {Light2x, Light2y, Light2z};
    float lc1[] = {Light1r, Light1g, Light1b};
    float lc2[] = {Light2r, Light2g, Light2b};

    for (int i = 0; i < 10; i++)
    {
        for (int j = 0; j < 10; j++)
        {
            R[i][j] = G[i][j] = B[i][j] = 0.0;  

            add_light_color(i, j, Light1x, Light1y, Light1z, Light1r, Light1g, Light1b);
            add_light_color(i, j, Light2x, Light2y, Light2z, Light2r, Light2g, Light2b);
        }
    }
}

以下灯光颜色设置的结果:

float Light1r = 1;
float Light1g = 0;
float Light1b = 0;

float Light2r = 0;
float Light2g = 1;
float Light2b = 0;

于 2019-03-14T16:18:25.320 回答
1

我建议编写您的第一个Shader 程序,该程序执行每个片段的光照,并由一个顶点着色器和一个片段着色器组成。
该程序必须使用 GLSL 2.00 版(OpenGL Shading Language 1.20 Specification)。该程序可以通过内置变量访问固定函数属性gl_Vertex, 作为固定函数矩阵,gl_Normal和 函数。 参见GLSL 中的内置顶点属性Hello World。 此外,程序必须对光的颜色和位置使用统一变量gl_Colorgl_NormalMatrixgl_ModelViewMatrixgl_ModelViewProjectionMatrixftransform()

顶点着色器将模型空间坐标和向量转换为视图空间,并通过可变变量传递给片段着色器:

std::string vertex_shader = R"(
#version 120

uniform vec3 u_light_pos_1;
uniform vec3 u_light_pos_2;

varying vec3 v_pos;
varying vec3 v_nv;
varying vec4 v_color;
varying vec3 v_light_pos1;
varying vec3 v_light_pos2;

void main()
{
    v_pos        = (gl_ModelViewMatrix * gl_Vertex).xyz;
    v_nv         = gl_NormalMatrix * gl_Normal;
    v_color      = gl_Color;
    v_light_pos1 = (gl_ModelViewMatrix * vec4(u_light_pos_1, 1.0)).xyz;
    v_light_pos2 = (gl_ModelViewMatrix * vec4(u_light_pos_2, 1.0)).xyz;
    gl_Position  = ftransform();
}
)";

片段着色器对视图空间中的每个片段光进行计算:

std::string fragment_shader = R"(
#version 120

varying vec3 v_pos;
varying vec3 v_nv;
varying vec4 v_color;
varying vec3 v_light_pos1;
varying vec3 v_light_pos2;

uniform vec3 u_light_col_1;
uniform vec3 u_light_col_2;

void main()
{
    vec3 N  = normalize(v_nv); 
    vec3 L1 = normalize(v_light_pos1 - v_pos);
    vec3 L2 = normalize(v_light_pos2 - v_pos);

    float kd_1 = max(0.0, dot(L1, N));
    float kd_2 = max(0.0, dot(L2, N));

    vec3 light_sum = kd_1 * u_light_col_1 + kd_2 * u_light_col_2;

    gl_FragColor = vec4(v_color.rgb * light_sum, v_color.a);
}
)";

编译着色器阶段

GLuint generate_shader(GLenum stage, const std::string &source)
{
    GLuint shader_obj = glCreateShader(stage);
    const char *srcCodePtr = source.c_str();
    glShaderSource(shader_obj, 1, &srcCodePtr, nullptr);
    glCompileShader(shader_obj);
    GLint status;
    glGetShaderiv(shader_obj, GL_COMPILE_STATUS, &status);
    if (status == GL_FALSE)
    {
        GLint maxLen;
        glGetShaderiv(shader_obj, GL_INFO_LOG_LENGTH, &maxLen);
        std::vector< char >log( maxLen );
        GLsizei len;
        glGetShaderInfoLog(shader_obj, maxLen, &len, log.data());
        std::cout << "compile error:" << std::endl << log.data() << std::endl;
    }
    return shader_obj;
}

并链接程序。

GLuint generate_program(const std::string &vert_sh, const std::string &frag_sh)
{
    std::cout << "compile vertex shader" << std::endl;
    GLuint vert_obj = generate_shader(GL_VERTEX_SHADER, vert_sh);
    std::cout << "compile fragment shader" << std::endl;
    GLuint frag_obj = generate_shader(GL_FRAGMENT_SHADER, frag_sh);

    std::cout << "link shader program" << std::endl;
    GLuint program_obj = glCreateProgram();
    glAttachShader(program_obj, vert_obj);
    glAttachShader(program_obj, frag_obj);
    glLinkProgram(program_obj);
    GLint status;
    glGetProgramiv(program_obj, GL_LINK_STATUS, &status);
    if (status == GL_FALSE)
    {
        GLint maxLen;
        glGetProgramiv(program_obj, GL_INFO_LOG_LENGTH, &maxLen);
        std::vector< char >log( maxLen );
        GLsizei len;
        glGetProgramInfoLog(program_obj, maxLen, &len, log.data());
        std::cout  << "link error:" << std::endl << log.data() << std::endl;
    }

    glDeleteShader(vert_obj);
    glDeleteShader(frag_obj);
    return program_obj;
}

glGetUniformLocation通过函数进一步得到统一的位置init

GLuint diffuse_prog_obj = 0;
GLint loc_l_pos[] = {-1, -1};
GLint loc_l_col[] = {-1, -1};
void init()
{
    diffuse_prog_obj = generate_program(vertex_shader, fragment_shader);
    loc_l_pos[0] = glGetUniformLocation(diffuse_prog_obj, "u_light_pos_1");
    loc_l_pos[1] = glGetUniformLocation(diffuse_prog_obj, "u_light_pos_2");
    loc_l_col[0] = glGetUniformLocation(diffuse_prog_obj, "u_light_col_1");
    loc_l_col[1] = glGetUniformLocation(diffuse_prog_obj, "u_light_col_2");

    // [...]
}

着色器程序可供glUseProgram. 制服由glUniform*设置。
除了顶点坐标之外,必须为每个顶点设置法线向量属性,以使光照计算正常工作。但是为整个网格设置单一颜色就足够了:

void display()
{
    // [...]

    // install program
    glUseProgram(diffuse_prog_obj);

    // set light positions and colors 
    glUniform3f(loc_l_pos[0], Light1x, Light1y, Light1z);
    glUniform3f(loc_l_pos[1], Light2x, Light2y, Light2z);
    glUniform3f(loc_l_col[0], Light1r, Light1g, Light1b);
    glUniform3f(loc_l_col[1], Light2r, Light2g, Light2b);

    // set object color
    glColor3f(1, 1, 0.5);

    //Draw the squares, select column  
    for (int i = 0; i <= 9; i++)
    {
        //Select row        
        for (int j = 0; j <= 9; j++)
        {   
            glBegin(GL_POLYGON); 

            std::cout << R[i][j] << " " <<  G[i][j] << " " <<  B[i][j] << endl;
            glNormal3f(Nx[i][j], Ny[i][j], Nz[i][j]);
            glVertex3f(surfaceX[i][j], surfaceY[i][j], surfaceZ[i][j]);

            glNormal3f(Nx[i][j+1], Ny[i][j+1], Nz[i][j+1]);
            glVertex3f(surfaceX[i][j+1], surfaceY[i][j+1], surfaceZ[i][j+1]);

            glNormal3f(Nx[i+1][j+1], Ny[i+1][j+1], Nz[i+1][j+1]);
            glVertex3f(surfaceX[i+1][j+1], surfaceY[i+1][j+1], surfaceZ[i+1][j+1]);

            glNormal3f(Nx[i+1][j], Ny[i+1][j], Nz[i+1][j]);
            glVertex3f(surfaceX[i+1][j], surfaceY[i+1][j], surfaceZ[i+1][j]);

            glEnd();
        }
    }

    // invalidate installed program
    glUseProgram(0);

    // [...]
}

查看您的程序的预览,以及应用的建议:

于 2019-03-13T21:44:34.383 回答